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Minecraft worlds dead-simple caching with spiral nearby chunks.

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aresrpg-world

Minecraft worlds dead-simple caching with spiral nearby chunks.

When nearby chunks are demanded the module will retrieve them from cache or from your provider in case they don't exists

Install

npm i @aresrpg/aresrpg-world

Use:

import World from '@aresrpg/aresrpg-world'

You will need to provide a way to read a chunk and his bitmap from a file, database, or anywhere else. Here we'll use this snippet

the bitmap is a 16 bits mask (0xffff) or 0000 0000 0000 0000 with bits set to 1 for every 16×16×16 chunk section whose contain non air block. The least significant bit represents the chunk section at the bottom of the chunk column (from y=0 to y=15).

const my_reader = ({ x, z }) => ({ chunk, bitmap })

We can now create the world instance with the chunk provider

const my_world = World(my_reader)

You may want to preload some chunks to enhance user experience. Find the coords of a chunk in the center of your map and provide them

const center_x = 0
const center_z = 0

await my_world.preload({
  chunk_x: center_x,
  chunk_z: center_z,
  distance: 5
})

You can now update a player as many as needed

const userViewDistance = 10
const user_chunk_x = 0
const user_chunk_z = 0
const chunks = await Promise.all(my_world.nearby_chunks({
  chunk_x: user_chunk_x,
  chunk_z: user_chunk_z,
  distance
}))
// chunks.forEach(c => player.sendChunkPacket(c))

The module also help you to encode a block position to use with the multiBlockChange packet

import {
  relative_block_position,
  encode_relative_block_position,
  read_horizontal_block_position,
  chunk_from_block
} from '@aresrpg/aresrpg-world'

const compress_block = ({ x, y, z, block_id }) => {
  const { x: chunk_x, z: chunk_z } = chunk_from_block({ x, z })
  const relative = relative_block_position({ chunk_x, chunk_z, x, z })
  const horizontal_position = encode_relative_block_position(relative)
  return { horizontal_position, y, block_id }
}

const blocks = []

for(let i = 0; i < 10; i++)
  blocks.push(compress_block({
    x       : 0,
    y       : 0,
    z       : 0,
    block_id: 0
  }))

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